
precision highp float;
precision highp int;
uniform vec4 color;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
    vec3 color1 = vec3(72. / 255., 84. / 255., 96./255.);
    czm_material material = czm_getDefaultMaterial(materialInput);
    vec2 vUv = materialInput.st;
    vec2 uv = (vUv - 0.5) / .5;
    vec3 gradient = mix( color1 , color.rgb, length( uv ) *1.8);
    vec4 FragColor = vec4( gradient, .8 * color.a);
    material.diffuse = FragColor.rgb;
    material.alpha=FragColor.a;
    return material;
}